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DOTA, how does Carl dial 1? Loading order?
There are not many main mines, usually main fire or main ice. For example, some tricks commonly used by Carl, ice generally controls the time effect, thunder generally increases the distance, and fire generally increases the output, so there are fewer main mines, usually auxiliary mines.

In fact, you can choose ice card and fire card in the early stage, as long as it turns into fire in the middle stage. The viability of ice card in the early stage is strong, which may be inferior to 1v2. Although Carl can play the core, but it is only a fake core, it is better to eat equipment and grade. If the level and equipment are available, it is better to play ice cards in the medium term. If you add some ice, it is enough to add 2~3 points in the early stage, mainly to support blood speed. It is very important to make up the bad list of 1v2. If you add at least 1V2 points, you can turn the fire. If you choose skills, because your firepower level is not very high, meteorite+ultrasonic damage is not enough. I suggest you use rapid cooling+meteorite+agility and quickness. Rapid cooling can control people and ensure that meteorites hit people. If you use meteorites, it is more for remodeling and gives you a chance of physical output. If you choose the mask of madness, you can also turn agility and quickness into stealth, because your output is not lacking.

You can't be inferior if you fire Reka. After all, your survival ability is limited, and your advantage is that your early attack power is high. You are smart and agile, and you were super fierce in the early stage. There are also many options for continuous strokes, which can quickly cool down+meteorite &; Meteorite+ultrasonic wave &; Quick cooling+smart and fast &; Quick cooling+skyfire, etc. This benevolent person has different opinions, and the wise man has different opinions and played a great role.

If equipped, you can play drums with green shoes, and then make cannons and golden hoops according to the situation. You can also consider blue sticks in the middle and late stages.

There is another way to play, not many people use it. I prefer to play, that is, the card of ice and fire summoned by the Lord, which is rapid cooling+fire man+agility and quickness, faded out with the book of the Necromancer and the medal of the Wind Staff, and reduced armor+strong control of fierce fighting. If you sneak, you can finish the gram, but most people don't like to use it because there are many control units.